Rift Judder and FPS discussion thread.

Heavy judder in RES sites - yes or no


  • Total voters
    35
  • Poll closed .
It ain't all about the GPU - Judder

I ran MSI afterburner on my desktop whilst I was playing tonight and peaked out from under the visor to check GPU load whilst getting poor performance.
I'm classifying judder as choppiness where smoothness is lost and noticeable during head movement. Typically experienced in graphically detailed and rich environments with high poly count and / or effects. Also experienced as double or even triple vision during head turns.

My card is an AMD R9 280 which I can over clock a little. My CPU is an FX 6350 running at 4.2 Ghz. (8 GB RAM).

My only benchmark at the moment is Furmark where on 1080p full screen (no AA) I get around 53 fps for the furry doughnut and a final score of around 3000 (give or take 100 depending on if I'm pushing my card).

THE ED / OCULUS BIT:
ED settings - typically on low. AA / AO etc off - no blur or bloom.

I flew out to a RES and noticed judder and visual distortion as these locations and GPU loads:

Location / GPU Ultilisation %
In station hangar - / 85%
On launch pad - / 80%
Flying out of the station - / 70%

Now here's the interesting bit -

In supercruise / 30-35% !!!!!!!

High over a RES / 60%


When the GPU is operating at 1/3 of its capability (and I can drive the thing at 100% on benchmarks) and you're getting judder, surely something else has to be wrong.

The only time it's been any good for me recently is in training. I took a Sidey for a spin around a station and it was fluid. I dived in and out of the super structure as is turned, playing chicken. It was an amazing experience. Yet in game just grinds when playing with the equivalent graphical loadout.

I'm going to try the Cataclyst 14.4 set of drivers ... just in case. But I can't help but feel that there's a bottle neck and it's not simply a poor GPU. Or am I misunderstanding PC architecture?

I've tried a few other Rift experiences and I'm not seeing these kinds of issues but I'm guessing the demands are not the same.

Any help diagnosing this would be appreciated.

[edit] - I have the power feed connect to the head tracking cam as well.
 
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For people who might want to try sweetFX with ShaveIcebaby method, i'll drop my settings here.
I've slightly changed some settings in OP method:
DSR is still 4x---> 3840x2160
DSR smoothess is on 0%
In game occulus quality is 1 notch above the lowest quality so you might choose the other graphic option adequatly in order to have something really judder free.

SweetFX settings below:
Code:
   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 

These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON       	  0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 75      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50        //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.100            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.910     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.950  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.80  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.50  //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.200  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 1        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 4.4  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 4         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 45.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.15   //[0.00 to 1.00]   Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 1.00  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 10          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]

#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.990, 1.005, 1.005)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.990, 0.995, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 1.0                         //[0.000 to 2.000] Adjust midtones
#define Exposure -0.10                     //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.10                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance 0.20 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode 1        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast -0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 3     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 33
// key_screenshot     = 36
// key_reload_sweetfx = 34


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

It gives a good sharpness to the image and give really nice HUD readings, i don't have to use green HUD with these settings!

PS: for strange reason sometime when i launch the game i got lots of judder, just go in graphic options and change one setting, click apply, when asked if you want to keep click no, and it get rid of the judders.

I can verify your PS:

Honestly the first thing i do when i start up is change the resolution and the dk2 settings up or down then change them back to my settings and BAM. smooth as butter. I can't explain it other than it must refresh something or unlock hardware but it does work. I don't have to do this every time but if i ever get stutters i do this once and its fixed for the rest of the gaming session
 
Hmm.. and did the same system used to be markedly better until recently- and if so, can you recall all the things you've changed since then?

I think you've been swapping dem graphics card drivers around of late, right? The Radeon drivers are a notorious pain point and fairly volatile from a stability and performance POV.. Can you try rolling back to the last known good ones? Sorry if this is teaching you to suck eggs.

(I mean, your CPU is quite weak, sadly, it's slower than a Core i5 from the same era, and suffers from poor single thread performance, too- but that wouldn't be a sudden problem.. so that's probably a red herring.)
 
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Yes, there Is always judder and stuttering in this game. It hasn't run smoothly for a long time now.
My quad cores run at about 20% (i7 4790k), ram runs up to 3Gig of use (16g in total). And the GPU (GTX750Ti)runs at a steady 98%
the frame rate is all over the place all the time.......have posted a few times about this.
 
thats what i keep saying,
'training' mode has way less issues than 'in game' mode. doesn't matter what your specs are.
i dont think the problem is cpu or gpu, but something that 'in game' does that 'training' doesn't.
 
No OR, also using MSI Afterburner to overclock slightly.

Ah right, I was confused (though it never takes much) because this is the VR forum :)

If you're using a normal monitor, why not limit it to 60 FPS (assuming that's the native rate supported)? If you're running it without VSync or frame limiting, your GPU is going to throttle quite often, which will cause crazy judder.
 
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Ah yes.....its late and I didn't notice the section posting. ....derp. My monitor is a 144hz gaming monitor. I shall look into Vsync however. Thanks for the advice.:)
 
Ah yes.....its late and I didn't notice the section posting. ....derp. My monitor is a 144hz gaming monitor. I shall look into Vsync however. Thanks for the advice.:)

Ah, it may not be relevant anyway, if your framerate is markedly below the native refresh rate of your monitor. Take what I say with a pinch of salt, as I didn't have all the facts :D

However, it might be that if you're using a 750ti, you might not be able to drive the monitor at high enough framerates- and the GPU might just be throttling anyway. When you get close to the TDP of the GPU, it will drop freqs until it cools down.. so your framerate will see-saw madly.

Humour me, and try something.. Return to stock frequencies, and in ED's config, try limiting the framerate to 60 fps... does it "judder" less? If it does, then that might be an argument that your video card is just working too hard trying to drive your monitor at higher framerates, and might be underpowered.
 
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I just ran a session and it's mad really. At one point my GPU dipped to about 20% when I was in SC and my FPS was about 25. Much of the time the GPU was around 50% yet I was only hitting 60 ish FPS (I'm running 75Hz btw).

I flew towards a Nav point - really poor FPS, got interdicted and beat up a Cobra - then jumped back in to SC only to find FPS went back up to 75. Got near the Sun - GPU had loads of headroom yet I'm down to 60 FPS again.

I did wonder whether my PSU was underpowered and the card wasn't able to draw enough power although someone on this forum talked me out of that one a couple of weeks back. Plus it wouldn't explain such poor performance in SC when the graphical demand is low.

CPU performance throughout the session was mainly between 40 and 65%.

*shrugs shoulders*
 
I am also experiencing these little "stutters". It does seem worse since last update and it's not just down to graphics, I get little breaks in the audio too.
 
Ah, it may not be relevant anyway, if your framerate is markedly below the native refresh rate of your monitor. Take what I say with a pinch of salt, as I didn't have all the facts :D

However, it might be that if you're using a 750ti, you might not be able to drive the monitor at high enough framerates- and the GPU might just be throttling anyway. When you get close to the TDP of the GPU, it will drop freqs until it cools down.. so your framerate will see-saw madly.

Humour me, and try something.. Return to stock frequencies, and in ED's config, try limiting the framerate to 60 fps... does it "judder" less? If it does, then that might be an argument that your video card is just working too hard trying to drive your monitor at higher framerates, and might be underpowered.


Thank you, I was just reading about Vsync and understand the issue regarding frame rate verses the monitor refresh rate problem.
I will go ahead and reduce the framerate to 60fps in settings as Youe suggestion sounds logical in that the Graphics card could be struggling to supply the monitors refresh rate.
 
I hate to be that guy but amds single core performance is highly suspect on the fx cpus
They win rendering and editing battles but not gaming, as still even ed requires strong single core performance

Also the 290 is sub par for dk2 use unfortunately.

That being said a pure amd rig like yours can do 75 fps judder free play with the right config

Disable,
SHADOWS
DSR
ULTRA TEXTURES
ULTRA ENVIRON
ETC

Or try the 4x supersample approach with oculus image quality on 0-1 notch shiver has the config

Nvidia has been leaps ahead of amd lately in gaming and specifically vr tech
For now
 
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Nvidia has been leaps ahead of amd lately in gaming and specifically vr tech
For now

No.

AMD is clearly ahead in VR. They have actual working Asynchronous Timewarp while Nvidia keeps talking about theirs. AMD has had working dual-GPU (which actually doubles FPS according to Valve) for far longer than Nvidia has. We still don't know if Nvidia's actually works or not but if it does they are claiming 40-50% is best case.

http://www.neogaf.com/forum/showthread.php?p=155324566

img_54f78977bea874oukf.jpg

plbmc9j.png

Nvidia's is "coming soon" apparently - don't forget they said that 6 months ago about VR Direct too.

One of Oculus's driver guys said that AMD's stuff (Liquid VR) was miles ahead of Nvidia's MIA VR Direct. He posted in Reddit but the post has now been deleted (go figure why). Another comment from Brendan Iribe (Oculus CEO) thanked AMD for "doing their part to deal with latency on their end". That was another clear dig at Nvidia who simply aren't doing their part.

One of the main reasons why Oculus is lagging behind Vive now is because Nvidia is so damn slow at getting their VR stuff together. That's what happens when you put so many eggs into one basket and tbh Oculus gets what they deserve re that. It's all Carmacks fault - he's a complete Nvidia fanboy and it's no wonder things have gone south since he got there. It's like they wasted a year waiting on Nvidia getting their VR act together and well, they're still waiting.

By all means be a fanboy of either company but lets keep the facts to the facts regarding this. VR is extremely important to the future of gaming and people need to realise that Nvidia lacks basic fundamental hardware in their cards to do it properly right now. If you were all using AMD cards right now, you'd all be having a vastly better VR experience because the game devs would be doing VR properly. The problem is Nvidia - with their stranglehold on the market and mindshare - can basically do what they want and people keep on buying it and just waiting and waiting.

Throwaway comments about "Nvidia being ahead in VR" simply help to propagate the lie and hold back the technology. What Nvidia needs is a monumental kick up the **** to get their VR in shape.

Sorry for pulling you up on this but every time I read stuff like this on VR I feel like kicking a baby panda. :p

I hate to be that guy but amds single core performance is highly suspect on the fx cpus
They win rendering and editing battles but not gaming, as still even ed requires strong single core performance

You are almost certainly right about it being the AMD CPU holding his card back, as I told Caspar a couple of weeks ago in the hardware forum.
 

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